engine.properties Functions
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
The functions below are used to control property loading and management within the project: you can get, clone, inherit, or remove any property within the project. Reparenting is supported for all non-manual and editable properties.
- This class is a singleton.
- To modify a single property, use functions of the Property class.
Adding Callbacks#
See Also#
- C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Properties
Properties Class
Members
int engine.properties.getNumProperties ( ) #
Returns the total number of properties loaded for the current project.Return value
Total number of properties loaded.Property engine.properties.getProperty ( int num ) #
Returns a property by its number. The returned property can be modified by using methods of the Property class.Property properties[];
for (int i; i < engine.properties.getNumProperties(); i++) {
properties[i] = engine.properties.getProperty(i);
}
Arguments
- int num - Number of the property in range from 0 to the total number of properties.
Return value
Property instance if it exists or NULL.engine.properties.isProperty ( ) #
Checks if a property with the given name exists.Arguments
Return value
1 if a property with the given name exists; otherwise, 0.int engine.properties.isManualProperty ( string name ) #
Checks if a property with the given name exists.Arguments
- string name - Name of the manual property.
Return value
1 if a manual property with the given name exists; otherwise, 0.string engine.properties.getPropertyName ( int num ) #
Returns the name of the property by its number.Arguments
- int num - Number of the property in range from 0 to the total number of properties.
Return value
Name of the property.If the property with the specified number is internal and has a parent, the parent's name will be returned.
Property engine.properties.cloneProperty ( UGUID guid, string name = 0, string path = 0 ) #
Clones the property and assigns the specified name and path to the clone.Without a name the cloned property won't be displayed in the properties hierarchy, without a path it won't be saved when saveProperties() is called.
Arguments
- UGUID guid - GUID of the property to clone.
- string name - Cloned property name.
- string path - Path to save the cloned property.
Return value
Property instance if the property with the specified GUID exists or nullptr.Property engine.properties.findProperty ( string name ) #
Searches for a property with the given name. The returned property can be managed using the methods of the Property class.Arguments
- string name - Property name.
Return value
Property, if it is found (an instance of the Property class); otherwise, nullptr.Property engine.properties.findManualProperty ( string name ) #
Searches for a manual property with the given name. The returned property can be managed using the methods of the Property class.Arguments
- string name - Manual property name.
Return value
Manual property, if it is found (an instance of the Property class); otherwise, nullptr.Property engine.properties.findPropertyByGUID ( UGUID guid ) #
Searches for a property with the given GUID. The returned property can be managed using the methods of the Property class.Arguments
Return value
Property, if it is found (an instance of the Property class); otherwise, nullptr.Property engine.properties.findPropertyByPath ( string path ) #
Searches for a property with the given path. The returned property can be managed using the methods of the Property class.Arguments
- string path - Property path.
Return value
Property, if it is found (an instance of the Property class); otherwise, nullptr.Property engine.properties.findPropertyByFileGUID ( UGUID guid ) #
Searches for a property with the given *.prop file GUID. The returned property can be managed using the methods of the Property class.Arguments
Return value
Property, if it is found (an instance of the Property class); otherwise, nullptr.Property engine.properties.loadProperty ( string path ) #
Loads a property from the specified *.prop file. The returned property can be managed using the methods of the Property class.Arguments
- string path - Path to the *.prop file to load a property from.
Return value
Property, if it is loaded successfully (an instance of the Property class); otherwise, nullptr.Property engine.properties.inheritProperty ( UGUID guid, string name = 0, string path = 0 ) #
Inherits a property from the given property and assigns the specified name and path to the new property.Without a name the inherited property won't be displayed in the properties hierarchy, without a path it won't be saved when saveProperties() is called.
Arguments
- UGUID guid - GUID of the property to inherit from.
- string name - Inherited property name.
- string path - Path to save the inherited property.
Return value
Property instance if the property with the specified GUID exists or nullptr.int engine.properties.removeProperty ( UGUID guid, int remove_file = 0, int remove_children = 1 ) #
Removes the property with the specified GUID.A root property (the property that has no parent) or a non-editable property cannot be removed using this function.
Arguments
- UGUID guid - GUID of the property to remove.
- int remove_file - Flag indicating if the corresponding *.prop file will be deleted. Set 1 to delete the file, or 0 to keep it.
- int remove_children - Flag indicating if all children of the property will be deleted. Set 1 to delete all children of the property, or 0 to link all children to the parent.
Return value
1 if the property is removed successfully; otherwise, 0.int engine.properties.renameProperty ( UGUID guid, string new_name ) #
Changes the name of the property with the specified GUID.- The name of the *.prop file is not affected.
- This method is not available for the manual and non-editable properties.
Arguments
- UGUID guid - GUID of the property to be renamed.
- string new_name - New name for the property to be set.
Return value
1 if the property is renamed successfully; otherwise, 0.int engine.properties.replaceProperty ( Property property, Property new_property ) #
Replaces the specified property with a new one for all nodes and surfaces. The new property that replaces the specified one must exist. For example, if you have 3 nodes with the same property, calling this method will change this property to the specified one for all these nodes.Arguments
Return value
1 if the property is replaced successfully; otherwise, 0.int engine.properties.reparentProperty ( UGUID guid, UGUID new_parent, int save_all_values = 0 ) #
Sets a new parent for the specified property. Both properties with given GUIDs must exist.The method isn't available for the manual and non-editable properties.
Arguments
- UGUID guid - GUID of the property whose parent is to be changed.
- UGUID new_parent - GUID of the property to be set as a new parent.
- int save_all_values - Flag indicating if parameter values of the specified property will be saved after reparenting.
Return value
1 if the parent for the property is changed successfully; otherwise, 0.void engine.properties.reloadProperties ( ) #
Reloads all *.prop files from all data folders.If new *.prop files are found, they will be loaded automatically. The hierarchy will be rebuilt if necessary, while keeping all overridden parameter values.
int engine.properties.saveProperties ( ) #
Saves all properties that can be saved to corresponding *.prop files.Return value
1 if all properties are saved successfully; otherwise, 0.Last update:
2021-12-13
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